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Unity Technologies
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Unity 2023.3.0a10 C# reference source code
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Editor/Mono/ActiveEditorTracker.bindings.cs

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@@ -14,7 +14,7 @@ namespace UnityEditor
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{
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// This is a strain for the garbage collector (Small memory for GC, big overhead for engine)
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// Might want to add a manual dispose
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[NativeHeader("Editor/Src/Utility/ActiveEditorTracker.bindings.h")]
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[NativeHeader("Editor/Src/Selection/ActiveEditorTracker.bindings.h")]
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[Serializable]
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[RequiredByNativeCode]
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public sealed class ActiveEditorTracker

Editor/Mono/Annotation/AnnotationUtility.bindings.cs

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@@ -18,7 +18,7 @@ struct Annotation
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}
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[NativeHeader("Editor/Mono/Annotation/AnnotationUtility.bindings.h")]
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[NativeHeader("Editor/Src/AnnotationManager.h")]
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[NativeHeader("Editor/Src/Gizmos/AnnotationManager.h")]
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static class AnnotationUtility
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{
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// Similar values as in Annotation (in AnnotationManager.h)

Editor/Mono/AssetsMenuUtility.bindings.cs

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@@ -8,22 +8,22 @@ namespace UnityEditor
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{
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internal enum ScriptTemplate
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{
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CSharp_NewSceneTemplatePipelineScript = 0,
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CSharp_NewBehaviourScript,
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CSharp_NewTestScript,
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Shader_NewSurfaceShader,
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Shader_NewUnlitShader,
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Shader_NewImageEffectShader,
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CSharp_NewStateMachineBehaviourScript,
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CSharp_NewSubStateMachineBehaviourScript,
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CSharp_NewBehaviourScript = 0,
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CSharp_NewPlayableBehaviour,
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Shader_NewSurfaceShader,
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CSharp_NewSceneTemplatePipelineScript,
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CSharp_NewPlayableAsset,
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Shader_NewComputeShader,
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Shader_NewUnlitShader,
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AsmDef_NewAssembly,
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AsmDef_NewEditModeTestAssembly,
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AsmDef_NewTestAssembly,
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AsmRef_NewAssemblyReference,
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CSharp_NewTestScript,
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Shader_NewImageEffectShader,
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Shader_NewComputeShader,
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Shader_NewRayTracingShader,
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CSharp_NewStateMachineBehaviourScript,
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CSharp_NewSubStateMachineBehaviourScript,
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Count
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}
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Editor/Mono/BuildPipeline.bindings.cs

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@@ -366,7 +366,6 @@ private static BuildReport BuildPlayer(string[] scenes, string locationPathName,
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catch (System.ArgumentException argumentException)
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{
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Debug.LogException(argumentException);
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EditorApplication.Exit(1);
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return null;
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}
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catch (System.Exception exception)

Editor/Mono/BuildPipeline/NamedBuildTarget.cs

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@@ -12,6 +12,7 @@ namespace UnityEditor.Build
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private static readonly string[] k_ValidNames =
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{
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"",
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"FakePlatform",
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"Standalone",
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"Server",
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"iPhone",
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// Unity C# reference source
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// Copyright (c) Unity Technologies. For terms of use, see
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// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
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using System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Scripting;
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namespace UnityEditor.Build.Profile
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{
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/// <summary>
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/// TODO EPIC: https://jira.unity3d.com/browse/PLAT-5745
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/// </summary>
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[RequiredByNativeCode(GenerateProxy = true)]
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[StructLayout(LayoutKind.Sequential)]
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internal sealed partial class BuildProfile : ScriptableObject
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{
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/// <summary>
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/// Build Target used to fetch module and build profile extension.
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/// </summary>
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[SerializeField] BuildTarget m_BuildTarget;
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public BuildTarget buildTarget
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{
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get => m_BuildTarget;
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internal set => m_BuildTarget = value;
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}
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/// <summary>
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/// Subtarget, Default for all non-Standalone platforms.
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/// </summary>
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[SerializeField] StandaloneBuildSubtarget m_Subtarget;
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public StandaloneBuildSubtarget subtarget
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{
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get => m_Subtarget;
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internal set => m_Subtarget = value;
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}
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/// <summary>
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/// Platform module specific build settings; e.g. AndroidBuildSettings.
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/// </summary>
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[SerializeReference] BuildProfilePlatformSettingsBase m_PlatformBuildProfile;
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public BuildProfilePlatformSettingsBase platformBuildProfile
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{
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get => m_PlatformBuildProfile;
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internal set => m_PlatformBuildProfile = value;
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}
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}
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}

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